Related papers: MiBoard: iSTART Metacognitive Training through Gam…
Expert Iteration (ExIt) is an effective framework for learning game-playing policies from self-play. ExIt involves training a policy to mimic the search behaviour of a tree search algorithm - such as Monte-Carlo tree search - and using the…
In programming education, fostering self-regulated learning (SRL) skills is essential for both students and teachers. This paper introduces TrackThinkDashboard, an application designed to visualize the learning workflow by integrating web…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Training deep reinforcement learning agents complex behaviors in 3D virtual environments requires significant computational resources. This is especially true in environments with high degrees of aliasing, where many states share nearly…
Purpose-Mock board exam is necessary to identify if the students are ready to take the board exam. However, preparing for the examination is not easy. It takes too much time to release the result, given that the College has limited…
With the rapid growth of the internet, all online activities can have both positive and negative effects on human mental health. Online engagement is complex and efforts to regulate online use face challenges in distinguishing between…
The continuous expansion of digital learning environments has catalyzed the demand for intelligent systems capable of providing personalized educational content. While current exercise recommendation frameworks have made significant…
Active learning comprises many varied techniques that engage students actively in the construction of their understanding. Because of this variation, different active learning techniques may be best suited to achieving different learning…
Training resources for parasports are limited, reducing opportunities for athletes and coaches to engage with sport-specific movements and tactical coordination. To address this gap, we developed BRIDGE, a system that integrates a…
The coordination of multiple autonomous agents in high-speed, competitive environments represents a significant engineering challenge. This paper presents CRUISE (Curriculum-Based Iterative Self-Play for Scalable Multi-Drone Racing), a…
The offline datasets for imitation learning (IL) in multi-agent games typically contain player trajectories exhibiting diverse strategies, which necessitate measures to prevent learning algorithms from acquiring undesirable behaviors.…
One of the main questions concerning learning in Multi-Agent Systems is: (How) can agents benefit from mutual interaction during the learning process?. This paper describes the study of an interactive advice-exchange mechanism as a possible…
In this contribution, we design, implement and evaluate the pedagogical benefits of a novel interactive note taking interface (iVRNote) in VR for the purpose of learning and reflection lectures. In future VR learning environments, students…
Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative…
When deploying autonomous agents in the real world, we need effective ways of communicating objectives to them. Traditional skill learning has revolved around reinforcement and imitation learning, each with rigid constraints on the format…
Text-based adventure games provide a platform on which to explore reinforcement learning in the context of a combinatorial action space, such as natural language. We present a deep reinforcement learning architecture that represents the…
With the rise of online eTextbooks and Massive Open Online Courses (MOOCs), a huge amount of data has been collected related to students' learning. With the careful analysis of this data, educators can gain useful insights into the…
Transfer learning is an important new subfield of multiagent reinforcement learning that aims to help an agent learn about a problem by using knowledge that it has gained solving another problem, or by using knowledge that is communicated…
Non-cooperative games serve as a powerful framework for capturing the interactions among self-interested players and have broad applicability in modeling a wide range of practical scenarios, ranging from power management to drug delivery.…
In standard passive imitation learning, the goal is to learn a target policy by passively observing full execution trajectories of it. Unfortunately, generating such trajectories can require substantial expert effort and be impractical in…